ID:120101
 
Resolved
step_to() and walk_to() treated the target object as a solid obstacle, causing the pathfinding algorithm to produce incorrect results and use too much CPU when the range (in tiles) was set to 0.
BYOND Version:493
Operating System:Windows 7 Home Premium 64-bit
Web Browser:Firefox 7.0.1
Applies to:Dream Daemon
Status: Resolved (494)

This issue has been resolved.
Descriptive Problem Summary:
walk_to(ref,trg,0) uses excessive amounts of CPU in pixel movement.
Demo: http://www.angelfire.com/hero/straygames/ByondBugs/ WalkTo_src.zip

Workarounds:
If you give it a distance parameter, ie: walk_to(ref,trg,1), setting the closest distance to be 1 tile away, this will avoid the issue, but provide graphically undesirable results.
This same issue applies to step_to(). Four NPCs attempting to step_to(src,target,0) uses 12+% world.cpu, changing the 0 to a 1 drops them down to 1% usage at most.
Lummox JR resolved issue with message:
step_to() and walk_to() treated the target object as a solid obstacle, causing the pathfinding algorithm to produce incorrect results and use too much CPU when the range (in tiles) was set to 0.